*Primitive Age (Pleistocene to Paleolithic times; food-gathering and woodcutting very important) *Town Center (where you create Villagers) *Villagers (gather resources and build structures) *Egyptians (UU: Chariot Archer, Horse Cavalry that combines the speed of a horse with the range of an archer; 20% more hitpoints than other Horse Cavalry) *Maya (UU: Atl-Atl Thrower, Archer that inflicts 30% more damage than other Archers) *Chinese (UU: Rocket Launcher, Siege Weapon that inflicts 50% as much punishment compared with other Siege Weapons) *Mesopotamians (UU: Assyrian Bowman, Archer with 25% more range than other Archers) *Romans (UU: Legionary, Heavy Infantry with 15% more armor than other Heavy Infantry) *Norse (UU: Longship, arrow ship that fires at a 10% faster rate than other arrow ships) *Egyptian Great Pyramid of Giza (farms don't exhaust) *Mayan Great Jaguar Temple (Magicians can detect and expose Spies) *Chinese Forbidden Palace (generates free Light Infantry every 30 seconds) *Mesopotamian Hanging Gardens (generates a little food every 15 seconds) *Roman Collosseum (Heavy Infantry in your territory inflicts 15% more damage) *Zebra (non-aggressive) *Bison (non-aggressive) *Fallow deer (non-aggressive) *Gazalle (non-aggressive) *Fallow deer (non-aggressive) Remember the real world maps from AoK:TC? These maps are like those, except each map (except the last one) is dedicated to one cultural group, so only civilizations belonging to that cultural group can play that map. Each map is swarming with ferocious barbarians and pirates, rogue military units and ships that attack any players approaching them. * * [This message has been edited by Underpants Man (edited 11-26-2005 @ 10:09 AM).]
*Agricultural Age (farming is enabled; gold and stone become of slightly greater importance)
*Civilized Age (Fortresses can be constructed; gold and stone are very heavily emphasized)
*Classical Age (Technological climate; Wonders can be built)
*House (boosts population)
*Farm (provides food during and after the Agricultural Age; may be exhausted and need to be rebuilt eventually; enemy units may "convert" a farm by tasking one of their own Villagers to gather from it)
*Granary (deposit food here; also center of food-related research)
*Storage Yard (deposit wood, stone, and gold here; also center of research related to woodcutting and mining)
*Barracks (creates Light and Heavy Infantry as well as Archers)
*Stable (creates Cavalry)
*Temple (creates Magicians; center of religiously related research)
*Armory (center of research related to weaponry and armor; infantry units close to the Armory with inflict 5-10% more damage)
*Market (creates Merchants; also deposit center for the gold they earn)
*Dock (creates ships; deposit center for Merchant Ships' earnings and research center for seafaring-related research)
*Fortress (shoots back at enemies; friendlies can garrison here for safety)
*Tower (like a smaller version of a Fortress; detects most Spies except Ninja)
*Wall (keeps unwelcome enemies out)
*Gate (allows friendlies to move through walls)
*Wonder (each civilization has a unique Wonder that grants them special powers)
*Fishing boats
*Magicians (convert enemies and heal friendlies)
*Merchants (sell food, wood, and stone in exchange for gold)
*Merchant ships (nautical Merchants)
*Spies (invisible to all except Scouts
*Scouts (high LOS; can expose Spies so that they are visible to all)
*Light Infantry (use swords or clubs; counter Heavy Infantry and Siege Weapons)
*Heavy Infantry (use spears or pikes; counter Cavalry and Siege Weapons)
*Archers (use bows, javelins, or slings; counter Light Infantry)
*Horse Cavalry (cavalry on horses; can be created by Europeans, Amerindians, and East Asians; counter Archers)
*Camel Cavalry (cavalry on camels; can be created by Africans and Southwest Asians; counter Horse Cavalry and Archers)
*Elephant Cavalry (sluggish cavalry on elephants; can be created by Africans, Southwest Asians, and East Asians; counter most units except Heavy Infantry)
*Siege Weapons (catapults and ballistae; counter buildings)
*Arrow Ships (ranged sea units that counter Ram Ships; can transport land units across water)
*Ram Ships (melee sea units that counter Siege Ships; can transport land units across water)
*Siege Ships (ranged sea units that counter Arrow Ships and coastal buildings; can transport land units across water)
*Bantu (UU: Impi, Heavy Infantry that moves 25% as fast as other units in the same class)
*Mali (UU: Merchant Warrior, Camel Merchant that fights back with a 10% greater attack rate than most Camel Cavalry)
*Mexicans (UU: Sacrificial Priest, Magician that kills enemies after converting them; the "sacrificed" enemies add a little food to your food stockpile)
*Inca (UU: Chasqui Scout, Scout with fighting ability that has 25% more LOS than other Scouts)
*Lakota (UU: Sunka Wakan, Horse Cavalry that combines the speed of a horse with the range of a mounted archer; 20% faster than other Horse Cavalry)
*Japanese (UU: Ninja, Spy with fighting ability; cannot be spotted by towers, only Scouts can expose his presence)
*Cambodians (UU: Siege Elephant, elephant cavalry with a ballista mounted on it; has both a melee attack with its trunk and a ranged attack involving the ballista)
*Mongols (UU: Tarkan, horse cavalry that is 15% more effective against buildings than other horse cavalry)
*Indians (UU: Elephant Archer, Elephant Cavalry that combines the might of an elephant with the range of an archer)
*Arabs (UU: Bedouin Warriors, Camel Cavalry that is 20% faster than other Camel Cavalry)
*Greeks (UU: Helepolis, Siege Weapon with 35% more hitpoints than other Siege Weapons; can also transport other military units)
*Phoenicians (UU: Trireme, ram ship that is 20% faster than other ram ships)
*Celts (UU: Woad Raider, Light Infantry that outruns other Light Infantry by 10%)
*Cro-Magnon (UU: Bola Thrower, Archer that can trap enemy Infantry and Archers for a short while)
*Bantu Great Zimbabwe (increases population limit by 100)
*Mali Mudbrick Mosque (generates a little gold every 15 seconds)
*Mexican Great Temple of Tenochtitlan (enemies inflict 15% less damage in your territory)
*Incan Machu Picchu (Fortresses can detect and expose Spies)
*Lakota Ceremonial Gathering Place (Villagers' attack rates increase by 20%)
*Japanese Horyu-ji Temple of Nara (Ninja can swim across water and down steep slopes such as cliffs, but cannot attack on these terrains)
*Cambodian Angkor Wat (Villagers can gather wood and stone without needing to dispose them at a Storage Yard)
*Mongolian Tent of the Great Khan (Free Tarkans are slowly generated at each Town Center)
*Indian Taj Mahal (Elephant Cavalry is cheaper by 50%)
*Arabic Masjid al Haram Mosque of Mecca (Magicians can convert most buildings except Walls, Towers, Fortresses, and Wonders)
*Greek Collosus of Rhodes (ships can carry 10 more units than normal)
*Phoenician Temple of Reshep in Byblos (ships move 20% faster)
*Norse Tower of Odin (every time you raze an enemy building, you earn 25% of that building's cost in resources)
*Celtic Stonehenge (gold is generated slowly during battle, analogous to the AoM Norse gaining favor through Battle)
*Cro-Magnon Burial Mound (extends the time Bola Throwers can trap enemies by 50%)
*Gazelle (non-aggressive)
*Oryx (non-aggressive)
*Ibis (non-aggressive)
*Gorilla (non-aggressive)
*Giraffe (non-aggressive)
*Hippopotamus (aggressive if provoked)
*White rhinoceros (aggressive if provoked)
*African buffalo (aggressive if provoked)
*African elephant (aggressive if provoked)
*Lion (always aggressive)
*Spotted Hyena (always aggressive)
*Crocodile (always aggressive)
*Whitetail Deer (non-aggressive)
*Elk (non-aggressive)
*Pronghorn (non-aggressive)
*Tapir (non-aggressive)
*Peccary (aggressive if provoked)
*Wooly mammoth (aggressive if provoked)
*Moose (aggressive if provoked)
*Megatherium (aggressive if provoked)
*Brown bear (aggressive if provoked)
*Jaguar (always aggressive)
*Saber-toothed cat (always aggressive)
*Wolf (always aggressive)
*Macaque (non-aggressive)
*Chicken (non-aggressive)
*Panda (non-aggressive)
*Wild boar (aggressive if provoked)
*Brown bear (aggressive if provoked)
*Asian elephant (aggressive if provoked)
*Tiger (always aggressive)
*Crocodile (always aggressive)
*Oryx (non-aggressive)
*Macaque (non-aggressive)
*Aurochs (aggressive if provoked)
*Asian elephant (aggressive if provoked)
*Tiger (always aggressive)
*Lion (always aggressive)
*Megaloceros deer (non-aggressive)
*Bison (non-aggressive)
*Elk (non-aggressive)
*Caribou (non-aggressive)
*Wild boar (aggressive if provoked)
*Moose (aggressive if provoked)
*Aurochs (aggressive if provoked)
*Woolly mammoth (aggressive if provoked)
*Wolf (always aggressive)
*Lion (always aggressive)
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